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From: buzzard@TheWorld.com (Sean T Barrett)
Subject: Re: Mimesis or Story Consistency [ was Re: room descriptions; how much is too far?
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Date: Sun, 6 Jan 2002 01:13:59 GMT
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Kevin Forchione <Kevin@lysseus.com> wrote:
>Is it mimesis for an *actor* to be able to perform an action that is
>possible in the "real" world, but which is not in keeping with its
>character? Given that what we are supposedly writing are stories, and not
>mere simulations,

Are we writing stories? I thought we were writing interactive
fiction. This kind of question lies at what I consider the
crux of the difference between the two.

>doesn't mimesis require that it be in keeping with the
>internal consistency of the story? In this case, "breaking mimesis" would
>mean the failure of the player to keep in character, even when the actions
>of that character go against what the player would personally choose.

If the simulation refuses to let me pick up the gun, my immersion
in the game will always be reduced. Always.

If the author has done her work in drawing the character, and
I am immersed, I won't WANT to pick up the gun. I will avoid
picking it up for as long as possible, so whether the simulation
allows it or not won't be relevant. But the way to create that
immersion in general is to allow choices, not to disallow choices;
otheriwse I'm just reading a story, not participating; I may
suspend disbelief but I won't be immersed. (In my opinion, in the
best-told story, the author will have made me extremely unwiling
to pick it up, and yet I'll be obligated to do so at some point.)

Of course, immersion is not the grail for every author or for
every player, but it seems fairly widespread.

SeanB
